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        <article data-uid="Unity.Mathematics.noise">



  <h1 id="Unity_Mathematics_noise" data-uid="Unity.Mathematics.noise" class="text-break">
    noise 类
  
  </h1>

  <div class="facts text-secondary">
    <dl><dt>命名空间</dt><dd><a class="xref" href="Unity.html">Unity</a>.<a class="xref" href="Unity.Mathematics.html">Mathematics</a></dd></dl>
  <dl><dt>程序集</dt><dd>Fantasy.Net.dll</dd></dl>
  </div>

  <div class="markdown summary"><p>A static class containing noise functions.</p>
</div>
  <div class="markdown conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static class noise</code></pre>
  </div>




  <dl class="typelist inheritance">
    <dt>继承</dt>
    <dd>
      <div><a class="xref" href="https://learn.microsoft.com/dotnet/api/system.object">object</a></div>
      <div><span class="xref">noise</span></div>
    </dd>
  </dl>



  <dl class="typelist derived">
    <dt>继承成员</dt>
    <dd>
    <div>
      <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.object.gettype">object.GetType()</a>
    </div>
    <div>
      <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.object.memberwiseclone">object.MemberwiseClone()</a>
    </div>
    <div>
      <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.object.tostring">object.ToString()</a>
    </div>
    <div>
      <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.object.equals#system-object-equals(system-object)">object.Equals(object)</a>
    </div>
    <div>
      <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.object.equals#system-object-equals(system-object-system-object)">object.Equals(object, object)</a>
    </div>
    <div>
      <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.object.referenceequals">object.ReferenceEquals(object, object)</a>
    </div>
    <div>
      <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.object.gethashcode">object.GetHashCode()</a>
    </div>
  </dd></dl>






  <h2 class="section" id="methods">方法
</h2>


  <a id="Unity_Mathematics_noise_cellular_" data-uid="Unity.Mathematics.noise.cellular*"></a>

  <h3 id="Unity_Mathematics_noise_cellular_Unity_Mathematics_float2_" data-uid="Unity.Mathematics.noise.cellular(Unity.Mathematics.float2)">
  cellular(float2)
  
  </h3>

  <div class="markdown level1 summary"><p>2D Cellular noise (&quot;Worley noise&quot;) with standard 3x3 search window for good feature point values.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static float2 cellular(float2 P)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>P</code> <a class="xref" href="Unity.Mathematics.float2.html">float2</a></dt>
    <dd><p>A point in 2D space.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.float2.html">float2</a></dt>
    <dd><p>Feature points. F1 is in the x component, F2 in the y component.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_noise_cellular_" data-uid="Unity.Mathematics.noise.cellular*"></a>

  <h3 id="Unity_Mathematics_noise_cellular_Unity_Mathematics_float3_" data-uid="Unity.Mathematics.noise.cellular(Unity.Mathematics.float3)">
  cellular(float3)
  
  </h3>

  <div class="markdown level1 summary"><p>3D Cellular noise (&quot;Worley noise&quot;) with 3x3x3 search region for good F2 everywhere, but a lot slower than the 2x2x2 version.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static float2 cellular(float3 P)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>P</code> <a class="xref" href="Unity.Mathematics.float3.html">float3</a></dt>
    <dd><p>A point in 2D space.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.float2.html">float2</a></dt>
    <dd><p>Feature points. F1 is in the x component, F2 in the y component.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_noise_cellular2x2_" data-uid="Unity.Mathematics.noise.cellular2x2*"></a>

  <h3 id="Unity_Mathematics_noise_cellular2x2_Unity_Mathematics_float2_" data-uid="Unity.Mathematics.noise.cellular2x2(Unity.Mathematics.float2)">
  cellular2x2(float2)
  
  </h3>

  <div class="markdown level1 summary"><p>2D Cellular noise (&quot;Worley noise&quot;) with a 2x2 search window.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static float2 cellular2x2(float2 P)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>P</code> <a class="xref" href="Unity.Mathematics.float2.html">float2</a></dt>
    <dd><p>A point in 2D space.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.float2.html">float2</a></dt>
    <dd><p>Feature points. F1 is in the x component, F2 in the y component.</p>
</dd>
  </dl>







  <h4 class="section" id="Unity_Mathematics_noise_cellular2x2_Unity_Mathematics_float2__remarks">备注</h4>
  <div class="markdown level1 remarks"><p>Faster than using 3x3, at the expense of some strong pattern artifacts. F2 is often wrong and has sharp discontinuities. If you need a smooth F2, use the slower 3x3 version. F1 is sometimes wrong, too, but OK for most purposes.</p>
</div>




  <a id="Unity_Mathematics_noise_cellular2x2x2_" data-uid="Unity.Mathematics.noise.cellular2x2x2*"></a>

  <h3 id="Unity_Mathematics_noise_cellular2x2x2_Unity_Mathematics_float3_" data-uid="Unity.Mathematics.noise.cellular2x2x2(Unity.Mathematics.float3)">
  cellular2x2x2(float3)
  
  </h3>

  <div class="markdown level1 summary"><p>3D Cellular noise (&quot;Worley noise&quot;) with a 2x2x2 search window.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static float2 cellular2x2x2(float3 P)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>P</code> <a class="xref" href="Unity.Mathematics.float3.html">float3</a></dt>
    <dd><p>A point in 3D space.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.float2.html">float2</a></dt>
    <dd><p>Feature points. F1 is in the x component, F2 in the y component.</p>
</dd>
  </dl>







  <h4 class="section" id="Unity_Mathematics_noise_cellular2x2x2_Unity_Mathematics_float3__remarks">备注</h4>
  <div class="markdown level1 remarks"><p>Faster than using 3x3x3, at the expense of some pattern artifacts. F2 is often wrong and has sharp discontinuities. If you need a smooth F2, use the slower 3x3x3 version.</p>
</div>




  <a id="Unity_Mathematics_noise_cnoise_" data-uid="Unity.Mathematics.noise.cnoise*"></a>

  <h3 id="Unity_Mathematics_noise_cnoise_Unity_Mathematics_float2_" data-uid="Unity.Mathematics.noise.cnoise(Unity.Mathematics.float2)">
  cnoise(float2)
  
  </h3>

  <div class="markdown level1 summary"><p>Classic Perlin noise</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static float cnoise(float2 P)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>P</code> <a class="xref" href="Unity.Mathematics.float2.html">float2</a></dt>
    <dd><p>Point on a 2D grid of gradient vectors.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>Noise value.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_noise_cnoise_" data-uid="Unity.Mathematics.noise.cnoise*"></a>

  <h3 id="Unity_Mathematics_noise_cnoise_Unity_Mathematics_float3_" data-uid="Unity.Mathematics.noise.cnoise(Unity.Mathematics.float3)">
  cnoise(float3)
  
  </h3>

  <div class="markdown level1 summary"><p>Classic Perlin noise</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static float cnoise(float3 P)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>P</code> <a class="xref" href="Unity.Mathematics.float3.html">float3</a></dt>
    <dd><p>Point on a 3D grid of gradient vectors.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>Noise value.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_noise_cnoise_" data-uid="Unity.Mathematics.noise.cnoise*"></a>

  <h3 id="Unity_Mathematics_noise_cnoise_Unity_Mathematics_float4_" data-uid="Unity.Mathematics.noise.cnoise(Unity.Mathematics.float4)">
  cnoise(float4)
  
  </h3>

  <div class="markdown level1 summary"><p>Classic Perlin noise</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static float cnoise(float4 P)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>P</code> <a class="xref" href="Unity.Mathematics.float4.html">float4</a></dt>
    <dd><p>Point on a 4D grid of gradient vectors.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>Noise value.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_noise_pnoise_" data-uid="Unity.Mathematics.noise.pnoise*"></a>

  <h3 id="Unity_Mathematics_noise_pnoise_Unity_Mathematics_float2_Unity_Mathematics_float2_" data-uid="Unity.Mathematics.noise.pnoise(Unity.Mathematics.float2,Unity.Mathematics.float2)">
  pnoise(float2, float2)
  
  </h3>

  <div class="markdown level1 summary"><p>Classic Perlin noise, periodic variant</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static float pnoise(float2 P, float2 rep)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>P</code> <a class="xref" href="Unity.Mathematics.float2.html">float2</a></dt>
    <dd><p>Point on a 2D grid of gradient vectors.</p>
</dd>
    <dt><code>rep</code> <a class="xref" href="Unity.Mathematics.float2.html">float2</a></dt>
    <dd><p>Period of repetition.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>Noise value.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_noise_pnoise_" data-uid="Unity.Mathematics.noise.pnoise*"></a>

  <h3 id="Unity_Mathematics_noise_pnoise_Unity_Mathematics_float3_Unity_Mathematics_float3_" data-uid="Unity.Mathematics.noise.pnoise(Unity.Mathematics.float3,Unity.Mathematics.float3)">
  pnoise(float3, float3)
  
  </h3>

  <div class="markdown level1 summary"><p>Classic Perlin noise, periodic variant</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static float pnoise(float3 P, float3 rep)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>P</code> <a class="xref" href="Unity.Mathematics.float3.html">float3</a></dt>
    <dd><p>Point on a 3D grid of gradient vectors.</p>
</dd>
    <dt><code>rep</code> <a class="xref" href="Unity.Mathematics.float3.html">float3</a></dt>
    <dd><p>Period of repetition.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>Noise value.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_noise_pnoise_" data-uid="Unity.Mathematics.noise.pnoise*"></a>

  <h3 id="Unity_Mathematics_noise_pnoise_Unity_Mathematics_float4_Unity_Mathematics_float4_" data-uid="Unity.Mathematics.noise.pnoise(Unity.Mathematics.float4,Unity.Mathematics.float4)">
  pnoise(float4, float4)
  
  </h3>

  <div class="markdown level1 summary"><p>Classic Perlin noise, periodic variant</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static float pnoise(float4 P, float4 rep)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>P</code> <a class="xref" href="Unity.Mathematics.float4.html">float4</a></dt>
    <dd><p>Point on a 4D grid of gradient vectors.</p>
</dd>
    <dt><code>rep</code> <a class="xref" href="Unity.Mathematics.float4.html">float4</a></dt>
    <dd><p>Period of repetition.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>Noise value.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_noise_psrdnoise_" data-uid="Unity.Mathematics.noise.psrdnoise*"></a>

  <h3 id="Unity_Mathematics_noise_psrdnoise_Unity_Mathematics_float2_Unity_Mathematics_float2_" data-uid="Unity.Mathematics.noise.psrdnoise(Unity.Mathematics.float2,Unity.Mathematics.float2)">
  psrdnoise(float2, float2)
  
  </h3>

  <div class="markdown level1 summary"><p>2-D tiling simplex noise with fixed gradients and analytical derivative.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static float3 psrdnoise(float2 pos, float2 per)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>pos</code> <a class="xref" href="Unity.Mathematics.float2.html">float2</a></dt>
    <dd><p>Input (x,y) coordinate.</p>
</dd>
    <dt><code>per</code> <a class="xref" href="Unity.Mathematics.float2.html">float2</a></dt>
    <dd><p>The x and y period, where per.x is a positive integer and per.y is a positive even integer.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.float3.html">float3</a></dt>
    <dd><p>The first component of the 3-element return vector is the noise value, and the second and third components are the x and y partial derivatives.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_noise_psrdnoise_" data-uid="Unity.Mathematics.noise.psrdnoise*"></a>

  <h3 id="Unity_Mathematics_noise_psrdnoise_Unity_Mathematics_float2_Unity_Mathematics_float2_System_Single_" data-uid="Unity.Mathematics.noise.psrdnoise(Unity.Mathematics.float2,Unity.Mathematics.float2,System.Single)">
  psrdnoise(float2, float2, float)
  
  </h3>

  <div class="markdown level1 summary"><p>2-D tiling simplex noise with rotating gradients and analytical derivative.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static float3 psrdnoise(float2 pos, float2 per, float rot)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>pos</code> <a class="xref" href="Unity.Mathematics.float2.html">float2</a></dt>
    <dd><p>Input (x,y) coordinate.</p>
</dd>
    <dt><code>per</code> <a class="xref" href="Unity.Mathematics.float2.html">float2</a></dt>
    <dd><p>The x and y period, where per.x is a positive integer and per.y is a positive even integer.</p>
</dd>
    <dt><code>rot</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>Angle to rotate the gradients.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.float3.html">float3</a></dt>
    <dd><p>The first component of the 3-element return vector is the noise value, and the second and third components are the x and y partial derivatives.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_noise_psrnoise_" data-uid="Unity.Mathematics.noise.psrnoise*"></a>

  <h3 id="Unity_Mathematics_noise_psrnoise_Unity_Mathematics_float2_Unity_Mathematics_float2_" data-uid="Unity.Mathematics.noise.psrnoise(Unity.Mathematics.float2,Unity.Mathematics.float2)">
  psrnoise(float2, float2)
  
  </h3>

  <div class="markdown level1 summary"><p>2-D tiling simplex noise with fixed gradients, without the analytical derivative.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static float psrnoise(float2 pos, float2 per)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>pos</code> <a class="xref" href="Unity.Mathematics.float2.html">float2</a></dt>
    <dd><p>Input (x,y) coordinate.</p>
</dd>
    <dt><code>per</code> <a class="xref" href="Unity.Mathematics.float2.html">float2</a></dt>
    <dd><p>The x and y period, where per.x is a positive integer and per.y is a positive even integer.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>Noise value.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_noise_psrnoise_" data-uid="Unity.Mathematics.noise.psrnoise*"></a>

  <h3 id="Unity_Mathematics_noise_psrnoise_Unity_Mathematics_float2_Unity_Mathematics_float2_System_Single_" data-uid="Unity.Mathematics.noise.psrnoise(Unity.Mathematics.float2,Unity.Mathematics.float2,System.Single)">
  psrnoise(float2, float2, float)
  
  </h3>

  <div class="markdown level1 summary"><p>2-D tiling simplex noise with rotating gradients, but without the analytical derivative.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static float psrnoise(float2 pos, float2 per, float rot)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>pos</code> <a class="xref" href="Unity.Mathematics.float2.html">float2</a></dt>
    <dd><p>Input (x,y) coordinate.</p>
</dd>
    <dt><code>per</code> <a class="xref" href="Unity.Mathematics.float2.html">float2</a></dt>
    <dd><p>The x and y period, where per.x is a positive integer and per.y is a positive even integer.</p>
</dd>
    <dt><code>rot</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>Angle to rotate the gradients.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>Noise value.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_noise_snoise_" data-uid="Unity.Mathematics.noise.snoise*"></a>

  <h3 id="Unity_Mathematics_noise_snoise_Unity_Mathematics_float2_" data-uid="Unity.Mathematics.noise.snoise(Unity.Mathematics.float2)">
  snoise(float2)
  
  </h3>

  <div class="markdown level1 summary"><p>Simplex noise.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static float snoise(float2 v)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>v</code> <a class="xref" href="Unity.Mathematics.float2.html">float2</a></dt>
    <dd><p>Input coordinate.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>Noise value.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_noise_snoise_" data-uid="Unity.Mathematics.noise.snoise*"></a>

  <h3 id="Unity_Mathematics_noise_snoise_Unity_Mathematics_float3_" data-uid="Unity.Mathematics.noise.snoise(Unity.Mathematics.float3)">
  snoise(float3)
  
  </h3>

  <div class="markdown level1 summary"><p>Simplex noise.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static float snoise(float3 v)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>v</code> <a class="xref" href="Unity.Mathematics.float3.html">float3</a></dt>
    <dd><p>Input coordinate.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>Noise value.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_noise_snoise_" data-uid="Unity.Mathematics.noise.snoise*"></a>

  <h3 id="Unity_Mathematics_noise_snoise_Unity_Mathematics_float3_Unity_Mathematics_float3__" data-uid="Unity.Mathematics.noise.snoise(Unity.Mathematics.float3,Unity.Mathematics.float3@)">
  snoise(float3, out float3)
  
  </h3>

  <div class="markdown level1 summary"><p>Simplex noise.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static float snoise(float3 v, out float3 gradient)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>v</code> <a class="xref" href="Unity.Mathematics.float3.html">float3</a></dt>
    <dd><p>Input coordinate.</p>
</dd>
    <dt><code>gradient</code> <a class="xref" href="Unity.Mathematics.float3.html">float3</a></dt>
    <dd><p>Output 3D noise gradient.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>Noise value.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_noise_snoise_" data-uid="Unity.Mathematics.noise.snoise*"></a>

  <h3 id="Unity_Mathematics_noise_snoise_Unity_Mathematics_float4_" data-uid="Unity.Mathematics.noise.snoise(Unity.Mathematics.float4)">
  snoise(float4)
  
  </h3>

  <div class="markdown level1 summary"><p>Simplex noise.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static float snoise(float4 v)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>v</code> <a class="xref" href="Unity.Mathematics.float4.html">float4</a></dt>
    <dd><p>Input coordinate.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>Noise value.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_noise_srdnoise_" data-uid="Unity.Mathematics.noise.srdnoise*"></a>

  <h3 id="Unity_Mathematics_noise_srdnoise_Unity_Mathematics_float2_" data-uid="Unity.Mathematics.noise.srdnoise(Unity.Mathematics.float2)">
  srdnoise(float2)
  
  </h3>

  <div class="markdown level1 summary"><p>2-D non-tiling simplex noise with fixed gradients and analytical derivative.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static float3 srdnoise(float2 pos)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>pos</code> <a class="xref" href="Unity.Mathematics.float2.html">float2</a></dt>
    <dd><p>Input (x,y) coordinate.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.float3.html">float3</a></dt>
    <dd><p>The first component of the 3-element return vector is the noise value, and the second and third components are the x and y partial derivatives.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_noise_srdnoise_" data-uid="Unity.Mathematics.noise.srdnoise*"></a>

  <h3 id="Unity_Mathematics_noise_srdnoise_Unity_Mathematics_float2_System_Single_" data-uid="Unity.Mathematics.noise.srdnoise(Unity.Mathematics.float2,System.Single)">
  srdnoise(float2, float)
  
  </h3>

  <div class="markdown level1 summary"><p>2-D non-tiling simplex noise with rotating gradients and analytical derivative.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static float3 srdnoise(float2 pos, float rot)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>pos</code> <a class="xref" href="Unity.Mathematics.float2.html">float2</a></dt>
    <dd><p>Input (x,y) coordinate.</p>
</dd>
    <dt><code>rot</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>Angle to rotate the gradients.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.float3.html">float3</a></dt>
    <dd><p>The first component of the 3-element return vector is the noise value, and the second and third components are the x and y partial derivatives.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_noise_srnoise_" data-uid="Unity.Mathematics.noise.srnoise*"></a>

  <h3 id="Unity_Mathematics_noise_srnoise_Unity_Mathematics_float2_" data-uid="Unity.Mathematics.noise.srnoise(Unity.Mathematics.float2)">
  srnoise(float2)
  
  </h3>

  <div class="markdown level1 summary"><p>2-D non-tiling simplex noise with fixed gradients, without the analytical derivative.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static float srnoise(float2 pos)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>pos</code> <a class="xref" href="Unity.Mathematics.float2.html">float2</a></dt>
    <dd><p>Input (x,y) coordinate.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>Noise value.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_noise_srnoise_" data-uid="Unity.Mathematics.noise.srnoise*"></a>

  <h3 id="Unity_Mathematics_noise_srnoise_Unity_Mathematics_float2_System_Single_" data-uid="Unity.Mathematics.noise.srnoise(Unity.Mathematics.float2,System.Single)">
  srnoise(float2, float)
  
  </h3>

  <div class="markdown level1 summary"><p>2-D non-tiling simplex noise with rotating gradients, without the analytical derivative.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static float srnoise(float2 pos, float rot)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>pos</code> <a class="xref" href="Unity.Mathematics.float2.html">float2</a></dt>
    <dd><p>Input (x,y) coordinate.</p>
</dd>
    <dt><code>rot</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>Angle to rotate the gradients.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>Noise value.</p>
</dd>
  </dl>












</article>


        
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